Hub World
The main hub is structurally divided by a grand waterfall into two culturally and mechanically distinct living districts. This showcases the core split between our two protagonists.
The Seagull District (Upper Cliffs)
The Vibe: Airy, playful, vertical, windy, optimistic, and cheeky. This zone should prioritize the feeling of absolute freedom and height.
Layout & Traversal
- Perched high above the waterfall, carved directly into towering spires and sheer cliff faces.
- Highly layered and completely non-linear from a top-down view.
- Utilizes multiple overlapping terraces and tree-bound structures.
- Connected by winding ramps, taut ropes, and constantly moving wind-powered lifts to add kinetic life to the environment, forcing players to look upward.
Architectural Style
- Lightweight, flexible structures constructed out of driftwood, canvas sails, and thick rope.
- Buildings are tall, narrow, slightly crooked, and perched on stilts or cliff edges to look historic and lived-in.
- Roofs are stylized to resemble wings, feathers, and folded boat sails.
- Hanging platforms sway gently in the breeze to visually sell the extreme height without feeling punishing.
Environmental Props & Audio
- Props: Giant woven nests used as generic seating areas, crates securely tied down with rope, wind chimes, signal flags, and banners.
- Life/NPCs: Seagull NPCs stand on railings, hop between rooftops, and glide dynamically between spires.
- Vibe Triggers: Visible wind current lines, fluttering cloth, floating feathers, wind gusts, and distant bird calls.
NPC Houses
Travelling Carnival Stand
Location
Mini game Mills can be found both in the Hub World and near mini game entrances throughout each level. His main “home” is a semi permanent Carnival Pitch located in the Hub World, positioned slightly off the main path so it feels optional but tempting.
The pitch is always visible from multiple angles, using sound and movement to draw players in naturally. As more mini games are unlocked, the area becomes busier and more elaborate.
Visual Design
- A colourful carnival setup rather than a traditional house
- Striped fabric awnings and banners tied to posts and rocks
- Warm lantern light and dangling bulbs that sway gently
- Bright flags and ribbons that flutter even when there is no wind
- A central sign or archway advertising “Mini Games” in playful lettering
- Props from unlocked mini games scattered around the space
The area should feel lively and impossible to ignore compared to the calmer hub spaces.
Interior Design
- No enclosed interior, the carnival pitch is fully open
- Small stalls or stands represent different mini games
- Mills stands at a central podium or ticket booth
- A hat display rack clearly shows which hats unlock which games
- Space is designed for quick interactions rather than lingering
Players step into the carnival rather than entering a building.
Functionality and Gameplay
- Acts as the progress update for the Minigame Progress.
- Displays which mini games are available and which are locked in certain areas.
- Clearly communicates required hats from the Minihub World
- Updates visually as new mini games are unlocked
- Encourages replay by highlighting best scores or completion stars
Narrative Purpose
Mills claims this pitch is his “home base” but insists he never stays in one place for long. He describes it as where the carnival “rests between shows.”
He implies that the carnival naturally appears wherever players are having the most fun, suggesting it may not follow normal rules of space or time.
Flavour
- Constant background music with a playful carnival theme
- Sound effects like bells, cheers, and whistles triggered by interaction
- Mills constantly moves, practises routines, or talks to himself
- Dialogue is upbeat, encouraging, and full of showmanship
- Even locked mini games feel exciting rather than frustrating
Eagle Perch
Location
High above the waterfall in the seagull district of the Hub World, perched on a rocky outcrop that overlooks the entire hub. Accessible via platforms, ledges, or small flying/gliding sequences for later levels.
Visual Design
- A sturdy wooden platform reinforced with ropes, planks, and scraps of metal salvaged from the island military and utilitarian in style.
- A small lookout tower or signal post rises from the main perch, with ropes and banners fluttering in the wind.
- Wind chimes, feathers, and minor decorative trophies from his training exercises hang from the edges, hinting at past victories and discipline.
- Weathered textures, sharp edges, and subtle claw marks communicate his no-nonsense personality.
Interior Design
- Minimalist and organized: a sleeping perch, a small rack of training gear, and a map of the island with pinned markers.
- A small nest area with a few personal trinkets to hint at character depth without softening his tough exterior.
- Visual cues like a pair of binoculars, a whistle, or a tiny training dummy for the Small Crab minions he sometimes calls in.
Functionality / Gameplay
- Serves as a tutorial/training area for remembering tutorials (jumping, gliding, etc).
- Players can interact with Sergeant Sky to receive guidance, hints, or timed mini-challenges that reward collectibles.
- Acts as a visible landmark, signalling the seagull district’s verticality and giving players a sense of direction.
- Could double as a checkpoint or fast-travel location for later hub traversal.
Flavour
- Sky is always alert, occasionally calling out orders or advice when players pass.
- His perch reinforces his sentinel/mentor role, giving players the impression that he’s watching over them and the island.
- Environmental audio: wind gusts, flapping wings, distant caws, and subtle metallic creaks give life and personality to the roost.
The Turtle District (Lower Shoreline)
The Vibe: A Grounded, coastal water based settlement built into stone, sand and shallow water ways. This is homely, traditional and stability.
Overall Layout
The turtle district sits at the base of the waterfall and spreads outward along the shoreline. From a top down view, wide open spaces, low elevation changes, very street heavy with lots of short cuts using water ways and rivers.
Movement should feel relaxed and horizontal.
Architecture Style
In terms of buildings for this rea, heavy sturdy structures made from stone, coral, shells and driftwood beams for support. The buildings are low and wide, very rounded shapes. The roofs resemble turtle shells with layered plates like tiles.
Door ways are large and welcoming, never sharp or narrow.
Environmental Props and Audio
Placed generously but neatly around you will find, shell benches, fishing nets, barrels, stone markets maybe small garden patches.
NPC Houses
Blobfish Basin
Shallow pool at the bottom of the waterfall in the Hub World, surrounded by natural rock formations and bubbling water.
Visual Design
- A large, semi-deflated bubble-like structure, almost squishy in appearance, that matches Blob Makin’s own grumpy, bloated aesthetic.
- Moss, barnacles, and tiny puddles decorate the exterior, giving it that “lived-in aquatic” feel.
- Smaller blob fish “minions” cluster around the house, forming natural bounce pads or stepping stones that players can hop on.
- The house gently shifts and jiggles when Blob Makin moves or talks, adding personality to the environment.
- A large dome with jello likes features
Interior Design
- Soft, squishy floors and cushions shaped like smaller blob fish.
- Random bits of debris from the waterfall and hub float in little pools inside, creating a messy, chaotic atmosphere befitting his grumpy character.
- A few shelves hold shiny objects or miscellaneous collected items, hinting at his hoarder tendencies.
Functionality / Gameplay
- Serves as a central point for visiting Blob Makin to interact, get hints, or trigger small hub-world challenges.
- Some of the bounce pads around the house can be used for traversal, teaching the player how blob fish interact with the environment.
- Optional collectible or side activity could involve tidying up parts of the house or rearranging smaller blob fish pads to unlock a cosmetic reward.
Flavour
- The house reflects Blob Makin’s larger-than-life presence: grumpy, imposing, yet strangely endearing.
- His family can often be seen bouncing around outside, causing mild chaos and humor
- Water sounds, soft squishes, and plopping noises accompany movement, giving a playful audio identity.
Layout & Traversal
- Sits entirely at the base of the waterfall, spreading outward along a wide, sunlit shoreline.
- Features expansive, wide-open spaces with minimal elevation changes.
- Heavy emphasis on street paths and shallow aquatic shortcuts like small channels and rivers.
Architectural Style
- Heavy, sturdy, low, and wide structures built from smoothed stone, thick coral blocks, decorative shells, and solid driftwood beams.
- Buildings feature highly rounded shapes with layered plates on the roofs that explicitly resemble turtle shell tiles.
- Doorways are wide, arched, and welcoming, never sharp or narrow.
Elder Turtle Sanctuary
Location
A serene, elevated area in the Hub World, accessible via underwater passageways deep underneath the waterfall pit nearby the Blobfish Basin only accessible when playing as Koopa until a pedestal warps Kiko inside.
Visual Design
- A small, circular stone platform engraved with ancient markings and faint glowing lines, floating slightly above the ground.
- Mist, soft light beams, and shimmering particles give a spectral, otherworldly atmosphere.
- Surrounding flora gently moves as if breathing, enhancing the magical presence of the Elder Turtle.
- The area is open enough for players to see the hub world above, emphasizing the Elder Turtle’s watchful nature.
Interior Design
- Players cannot physically enter a traditional “house,” but can approach the platform to trigger dialogue and story guidance.
- A faint projection or shimmering outline of the Elder Turtle hovers above the platform, communicating in soft gestures or voice.
- Magical artifacts and small floating stones orbit the platform, reinforcing his connection to the island’s balance.
Functionality and Gameplay
- Acts as the hub world’s narrative anchor: players return here to receive guidance, story updates, or tutorial reminders.
- Can serve as a checkpoint or marker for unlocking new hub world areas once certain gemstones are collected.
- Provides subtle hints about where to go next or which tasks to focus on without forcing linear progression.
Flavour
- The Elder Turtle is calm, wise, and supportive, contrasting with the other more active or quirky hub NPCs.
- His dialogue is measured and reassuring, offering encouragement and occasional hints about island balance.
- Ambient sounds: soft wind, distant water, faint echoing tones that highlight his mystical nature.
Hootsworths Hat Shop
Location
Central hub plaza, near the main thoroughfare where players pass frequently. Easily visible with a bright, quirky design that stands out against the natural island tones.
Visual Design
- A cozy, slightly crooked wooden shop with a rounded roof that mimics the shape of a top hat.
- A swinging sign shaped like a tiny hat with Hootsworth’s silhouette.
- Windows stacked with displays of floating hats, perched on pedestals, or spinning slowly in the air.
- Small platforms and steps outside for hat testing, where players can hop and try hats on Koopa and Kiko.
- Vibrant colors, whimsical patterns, and warm lighting make it feel inviting and fun.
Interior Design
- Shelves lined with hats of every imaginable style, size, and magical effect
- A small counter where Hootsworth perches, tapping his talons and giving advice or commentary.
- Random stacks of scrolls, measuring tapes, and quirky tools for “hat fitting” scattered around.
- Some hats float or wiggle slightly, adding life and motion to the shop.
- Little Pedestals for where unlocked hats are stored!
Functionality / Gameplay
- Players can interact with Hootsworth to try on or equip Hats, or purchase cosmetic items using in-game currency.
- Serves as a visual hub landmark and a frequent return point for new hats or upgrades.
Flavour
- Hootsworth's personality shines through in dialogue: quirky, enthusiastic, and a little fussy about proper hat etiquette.
- He encourages players to experiment with hats, teasing fun effects when combined with Koopa or Kiko abilities.
- Ambient sounds: soft cooing, flapping wings, and faint jingles from magical hats.
Mortimer Moles Museum
Location
Nestled into a rocky hillside in the Hub World, partially underground, accessible via a small ramp or a short tunnel.
Visual Design
- A sturdy, stone-and-wood building, reminiscent of an old museum or archive.
- Large, round windows allow sunlight to illuminate displays of artifacts and ancient relics.
- Outside, small display pedestals showcase recent finds, while stone steps lead up to the entrance.
- Signs and banners with curious sketches of artifacts hint at the museum’s purpose and Mortimer’s meticulous nature.
Interior Design
- Dimly lit, warm tones highlight artifact displays, shelves, and cabinets filled with relics from across the island.
- Dusty scrolls, measuring tools, and magnifying glasses give it a scholarly, investigative feel.
- Mortimer’s personal desk is cluttered with sketches, notes, and small artifact samples.
- Small traps or protective mechanisms can be seen around particularly precious items, reflecting his cautious personality.
Functionality and Gameplay
- Players can interact with Mortimer to learn about artifacts, unlock side quests, or receive hints about artifact locations.
- Acts as a hub-world landmark and a storytelling point, showing the history and lore of the island.
Flavour
- Mortimer is methodical, curious, and a little eccentric, with a tendency to mutter notes to himself.
- He treats the artifacts with reverence, occasionally scolding Koopa or Kiko for rough handling.
- Ambient sounds: soft scribbling, tapping claws on wood, and the occasional scuttle of smaller mole assistants.